Javascript library that acts as plugin for Raphael.js, D3.js, SVG.js or as lib for the HTML5 Canvas, providing functions for cartoon style drawing.
Beta4: some bugs fixed: 'cRect' draws correct, closed shapes, 'magic' doesn't overwrite global 'svg' and can be called more reliably on 'svg' via svg.magic()
.
Beta3: many bugs fixed, most importantly closed shapes now always remain closed allowing for correct filling!
Beta2: "magic" function cartoonizes SVG images & drawings. Drawing methods return path objects native to the library you decide to use - this allows for e.g. translation and rotation of the comic shapes.
Cartoonized D3 examples: D3 Cartoonized!
Raphael.js, D3.js, SVG.js, Canvas,
using "magic": on images, on drawings
Simply include comic.min.js
after including one of the supported libraries (Raphael.js, D3.js, SVG.js) - or none of them if you are using a HTML5 Canvas or just the magic
function for images. Then it can be used as follows, assuming that you have a container div
or canvas
with id paper
where needed:
The "magic" function universally goes:
// for images
COMIC.magic([ document.getElementById('img1'),
document.getElementById('img2') ]);
// for drawings
shapes.magic(); // where "shapes" is a drawing group created on "paper"
// via the lib of your choice (see examples below)
Drawing depending on the lib you use:
// Raphael.js
paper = Raphael("paper", width, height);
stuff = paper.set();
or
// D3.js
paper = d3.select("#paper").append('svg');
stuff = paper.append("g");
or
// SVG.js
paper = SVG('paper').size(width, height);
stuff = paper.group();
or
// canvas
paper = document.getElementById("paper");
ctx = paper.getContext("2d");
// IMPORTANT: here we bind comic.js to the canvas context
COMIC.ctx(ctx);
and then for the SVG libs (SVG.js, D3.js, Raphael.js):
// these are the default values if you do not call "init"
COMIC.init({
ff: 8, // fuzz factor for line drawing: bigger -> fuzzier
ffc: 0.4, // fuzz factor for curve drawing: bigger -> fuzzier
fsteps: 50, // number of pixels per step: smaller -> fuzzier
msteps: 4, // min number of steps: bigger -> fuzzier
});
// lets draw!
stuff.cLine(x1, y1, x2, y2); // LINE from starting point to end point
stuff.cTrian(x1, y1, x2, y2, x3, y3); // TRIANGLE over three corner points
stuff.cRect(x1, y1, width, height, rh, rv); // RECTANGLE at upper left point (x1, y1) with
// width & height and with rounded (elliptic) corners
// with horizontal radius rh & vertical radius rv
stuff.cBezier2(x1, y1, cx, cy, x2, y2); // BEZIER (quadratic) curve with start point (x1, y1),
// control point (cx, cy) and end point (x2, y2)
stuff.cBezier3(x1, y1, cx1, cy1, cx2, cy2, x2, y2); // BEZIER (cubic) curve with start point
// (x1, y1), control points (cx1, cy1) & (cx2, cy2)
// and end point (x2, y2)
stuff.cCircle(x1, y1, r, start, end); // CIRCLE at center point (x1, y1) with radius r and drawn
// starting from 0 < start < 2*PI to 0 < end < 2*PI
stuff.cEllipse(x1, y1, rh, rv, rot, start, end); // ELLIPSE at center point with horizontal radius
// rh & vertical radius rv, rotation 0 < rot < 2*PI
// and drawn from 0 < start < 2*PI to 0 < end < 2*PI
// changing the look
stuff.attr({
"stroke":"#E0AE9F",
"stroke-width": 2,
"fill": "none"
});
Beyond this all depends on your choice of library - e.g. translation:
// Raphael.js
stuff.transform("t100,100r45");
// D3.js
stuff.attr({ "transform":"translate(30) rotate(45)" });
// SVG.js
stuff.transform({ x:100, y:100, rotation:45 });
For the HTML5 Canvas almost everything works identically. However to change the looks:
// changing the look
ctx.strokeStyle = "#FDD1BD";
ctx.lineWidth = 3;
ctx.globalCompositeOperation = 'destination-over';
While the drawing works exactly as above:
// lets draw!
stuff.cLine(x1, y1, x2, y2)
.cTrian(x1, y1, x2, y2, x3, y3)
.cRect(x1, y1, width, height);
All further things should work the default way of your chosen library. I have done little experiments though and errors are probable - please let me know if you encounter any.
Inspired by and based on Jonas Wagner's work which is based on this paper
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